94 lines
3.1 KiB
Plaintext
94 lines
3.1 KiB
Plaintext
Shader "Custom/ToPoint"
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{
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Properties
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{
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_MainTex("Textrue",2D) = "white"{}
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_NoiseTex("Noise",2D) = "white"{}
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_Threshold("Threshold",Range(0.0,1.0)) = 0.5
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_EdgeLength("Edge Length",Range(0.0,0.2)) = 0.1
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_RampTex("Ramp",2D) = "white"{}
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_StartPoint("Start Point",Vector) = (0,0,0)
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_MaxDistance("Max Distance",Float)=0
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_DistanceEffect("Distance Effect",Range(0.0,1.0))=0.5
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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Tags{"LightMode"="ForwardBase"}
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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struct appdata
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{
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float4 vertex:POSITION;
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float3 normal:NORMAL;
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float2 uv:TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex:SV_POSITION;
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float2 uvMainTex:TEXCOORD0;
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float2 uvNoiseTex:TEXCOORD1;
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float2 uvRampTex:TEXCOORD2;
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float3 worldPos:TEXCOORD3;
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float3 worldNormal:TEXCOORD4;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _NoiseTex;
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float4 _NoiseTex_ST;
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float _Threshold;
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float _EdgeLength;
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sampler2D _RampTex;
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float4 _RampTex_ST;
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float _MaxDistance;
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float4 _StartPoint;
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float _DistanceEffect;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uvMainTex = TRANSFORM_TEX(v.uv, _MainTex);
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o.uvNoiseTex = TRANSFORM_TEX(v.uv, _NoiseTex);
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o.uvRampTex = TRANSFORM_TEX(v.uv, _RampTex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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fixed4 frag(v2f i) :SV_Target
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{
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float dist = length(i.worldPos.xyz - _StartPoint.xyz);
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//float dist = length((0,0,0));
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float normalizedDist = 1 - saturate(dist / _MaxDistance);
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fixed cutout = tex2D(_NoiseTex, i.uvNoiseTex).r * (1 - _DistanceEffect) + normalizedDist * _DistanceEffect;
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clip(cutout - _Threshold);
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float degree = saturate((cutout - _Threshold) / _EdgeLength);
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fixed4 edgeColor = tex2D(_RampTex, float2(degree, degree));
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//漫反射
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fixed4 albedo = tex2D(_MainTex, i.uvMainTex);
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float3 worldNormal = normalize(i.worldNormal);
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float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
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fixed3 diffuse = _LightColor0.rgb * albedo.rgb * saturate(dot(worldNormal, worldLightDir));
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fixed4 finalColor = lerp(edgeColor, fixed4(diffuse, 1), degree);
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return fixed4(finalColor.rgb, 1);
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}
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ENDCG
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}
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}
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}
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